Page:Amusements in mathematics.djvu/92

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80
AMUSEMENTS IN MATHEMATICS.

groups in accordance with the conditions, and show as many good English words as possible.

272.—THE NINE SCHOOLBOYS.

This is a new and interesting companion puzzle to the "Fifteen Schoolgirls" (see solution of No. 269), and even in the simplest possible form in which I present it there are unquestionable difficulties. Nine schoolboys walk out in triplets on the six week days so that no boy ever walks side by side with any other boy more than once. How would you arrange them?

If we represent them by the first nine letters of the alphabet, they might be grouped on the first day as follows:—

A B C
D E F
G H I

Then A can never walk again side by side with B, or B with C, or D with E, and so on. But A can, of course, walk side by side with C. It is here not a question of being together in the same triplet, but of walking side by side in a triplet. Under these conditions they can walk out on six days; under the "Schoolgirls" conditions they can only walk on four days.

273.—THE ROUND TABLE.

Seat the same persons at a round table on

occasions so that no person shall ever have the same two neighbours twice. This is, of course, equivalent to saying that every person must sit once, and once only, between every possible pair.

274.—THE MOUSE-TRAP PUZZLE.

This is a modern version, with a difference, of an old puzzle of the same name. Number twenty-one cards, 1, 2, 3, etc., up to 21, and place them in a circle in the particular order shown in the illustration. These cards represent mice. You start from any card, calling that card "one," and count, "one, two, three," etc., in a clockwise direction, and when your count agrees with the number on the card, you have made a "catch," and you remove the card. Then start at the next card, calling that "one," and try again to make another "catch." And so on. Supposing you start at 18, calling that card "one," your first "catch" will be 19. Remove 19 and your next "catch " is 10. Remove 10 and your next "catch" is 1. Remove the 1, and if you count up to 21 (you must never go beyond), you cannot make another "catch." Now, the ideal is to "catch" all the twenty-one mice, but this is not here possible, and if it were it would merely require twenty-one different trials, at the most, to succeed. But the reader may make any two cards change places before he begins. Thus, you can change the 6 with the 2, or the 7 with the 11, or any other pair. This can be done in several ways so as to enable you to "catch" all the twenty-one mice, if you then start at the right place. You may never pass over a "catch"; you must always remove the card and start afresh.

275.—THE SIXTEEN SHEEP.

Here is a new puzzle with matches and counters or coins. In the illustration the matches represent hurdles and the counters sheep. The sixteen hurdles on the outside, and the sheep, must be regarded as immovable; the puzzle has to do entirely with the nine hurdles on the inside. It will be seen that at present these nine hurdles enclose four groups of 8, 3, 3, and 2 sheep. The farmer requires to readjust some of the hurdles so as to enclose 6, 6, and 4 sheep. Can you do it by only replacing two hurdles? When you have succeeded, then try to do it by replacing three hurdles; then four, five, six, and seven in succession. Of course, the hurdles must be legitimately laid on the dotted lines, and no such tricks are allowed as leaving unconnected ends of hurdles, or two hurdles placed side by side, or merely making hurdles change places. In fact, the conditions are so simple that any farm labourer will understand it directly.

276.—THE EIGHT VILLAS.

In one of the outlying suburbs of London a man had a square plot of ground on which he